<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Changes are coming&#8230;</title>
	<atom:link href="http://www.71squared.com/2009/06/changes-are-coming/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2009/06/changes-are-coming/</link>
	<description>iPhone Game Development - Web Development</description>
	<lastBuildDate>Wed, 28 Jul 2010 17:12:50 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-2/#comment-1036</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Thu, 25 Jun 2009 19:04:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-1036</guid>
		<description>No problem :o)</description>
		<content:encoded><![CDATA[<p>No problem :o)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Garfeild</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-2/#comment-1035</link>
		<dc:creator>Garfeild</dc:creator>
		<pubDate>Thu, 25 Jun 2009 19:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-1035</guid>
		<description>Thank you! I knew you can help ;)</description>
		<content:encoded><![CDATA[<p>Thank you! I knew you can help ;)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-2/#comment-1034</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Thu, 25 Jun 2009 18:56:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-1034</guid>
		<description>Hi Garfield.  This is something myself and others from the blog have come across.  In the appdelegate you need to use the code below rather than just [glView startAnimation] or whatever method you are calling :o)
&lt;pre&gt;
[glView performSelectorOnMainThread:@selector(mainGameLoop) withObject:nil waitUntilDone:NO]; 
&lt;/pre&gt;

Hope that helps.

Mike</description>
		<content:encoded><![CDATA[<p>Hi Garfield.  This is something myself and others from the blog have come across.  In the appdelegate you need to use the code below rather than just [glView startAnimation] or whatever method you are calling :o)</p>
<pre>
[glView performSelectorOnMainThread:@selector(mainGameLoop) withObject:nil waitUntilDone:NO];
</pre>
<p>Hope that helps.</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Garfeild</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-1/#comment-1033</link>
		<dc:creator>Garfeild</dc:creator>
		<pubDate>Thu, 25 Jun 2009 18:54:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-1033</guid>
		<description>Hello Mike!
Your tutorials is greate!
But I found strange error in you tutorials when I tried to run them on iPhone OS 3.0. I see only black screen. This error begins at tutorial 3.</description>
		<content:encoded><![CDATA[<p>Hello Mike!<br />
Your tutorials is greate!<br />
But I found strange error in you tutorials when I tried to run them on iPhone OS 3.0. I see only black screen. This error begins at tutorial 3.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-1/#comment-975</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Sat, 20 Jun 2009 18:04:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-975</guid>
		<description>@A Person, I&#039;m not planning on covering that at the moment.  The detection is really around AABB (Axis Aligned Bounding Boxes).  If I have something which rotates then I normally use bounding circles as rotation does not change it :o)

I may look into more complex collision detection later.

Mike</description>
		<content:encoded><![CDATA[<p>@A Person, I&#8217;m not planning on covering that at the moment.  The detection is really around AABB (Axis Aligned Bounding Boxes).  If I have something which rotates then I normally use bounding circles as rotation does not change it :o)</p>
<p>I may look into more complex collision detection later.</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: A Person</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-1/#comment-974</link>
		<dc:creator>A Person</dc:creator>
		<pubDate>Sat, 20 Jun 2009 17:54:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-974</guid>
		<description>Hey mike are you going to be covering rotated collision detections in your upcoming tutorial?</description>
		<content:encoded><![CDATA[<p>Hey mike are you going to be covering rotated collision detections in your upcoming tutorial?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-1/#comment-953</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Tue, 16 Jun 2009 21:33:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-953</guid>
		<description>Thanks Peter.  I&#039;m hoping to get the Tutorial finished asap, but things are hectic at the moment :o)

Mike</description>
		<content:encoded><![CDATA[<p>Thanks Peter.  I&#8217;m hoping to get the Tutorial finished asap, but things are hectic at the moment :o)</p>
<p>Mike</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peter</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-1/#comment-951</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Tue, 16 Jun 2009 17:11:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-951</guid>
		<description>I can&#039;t wait for this tutorial Mike.  Thanks for all the awesome work!</description>
		<content:encoded><![CDATA[<p>I can&#8217;t wait for this tutorial Mike.  Thanks for all the awesome work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: A Person</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-1/#comment-947</link>
		<dc:creator>A Person</dc:creator>
		<pubDate>Tue, 16 Jun 2009 02:06:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-947</guid>
		<description>Hey Mike sorry to bother you again but I&#039;m no that familiar with errors yet so here&#039;s what happens.

When i Build and Go on my project once it loads it points a red arrow to lines of code that use the tiles array and the gdb says Program received signal EXC_BAD_ACCES don&#039;t have a clue what that means, so here is my code.

- (BOOL)detectCollisionForLayer:(int)number TiledMap:(TiledMap*)tiledMap rectObject:(Image*)objectOne offsetX:(float)offsetx offsetY:(float)offsety {
	Layer *layer = [[tiledMap layers] objectAtIndex:number];
	
	float spriteTileX = objectOne.origin.x / tiledMap.tileWidth;
	float spriteTileY = objectOne.origin.y / tiledMap.tileHeight;
	
	int tileX = 0 + tiledMap.mapLocation.x;
	int tileY = 0 + tiledMap.mapLocation.y;
	
	BOOL tiles[(int)320 / tiledMap.tileWidth][(int)480 / tiledMap.tileHeight];
	
	while(tileY &lt; layer.layerHeight - 1) {
		while(tileX &lt; layer.layerWidth - 1) {
			int globalID = [layer getGlobalTileIDAtX:tileX + tiledMap.mapLocation.x y:tileY + tiledMap.mapLocation.y];
			if(globalID != 0) {
				int tileOnGridY =(int) (tileY + 1) * tiledMap.tileHeight - tiledMap.tileHeight - tiledMap.origin.y;
				int tileOnGridX =(int) tiledMap.origin.x + (tileX + 1) * tiledMap.tileWidth - tiledMap.tileWidth;
				tiles[(int)tileOnGridX / tiledMap.tileWidth][(int)tileOnGridY / tiledMap.tileHeight] = YES;
			}
			tileX++;
		}
		tileY++;
	}
	if(tiles[(int)spriteTileX + 1][(int)spriteTileY] == YES &#124; tiles[(int)spriteTileX - 1][(int)spriteTileY] == YES &#124; tiles[(int)spriteTileX][(int)spriteTileY - 1] == YES &#124; tiles[(int)spriteTileX][(int)spriteTileY + 1] == YES) {
		return YES;
	} else {
		return NO;
	}
}

Thanks Mike can&#039;t wait to see tutorial 10</description>
		<content:encoded><![CDATA[<p>Hey Mike sorry to bother you again but I&#8217;m no that familiar with errors yet so here&#8217;s what happens.</p>
<p>When i Build and Go on my project once it loads it points a red arrow to lines of code that use the tiles array and the gdb says Program received signal EXC_BAD_ACCES don&#8217;t have a clue what that means, so here is my code.</p>
<p>- (BOOL)detectCollisionForLayer:(int)number TiledMap:(TiledMap*)tiledMap rectObject:(Image*)objectOne offsetX:(float)offsetx offsetY:(float)offsety {<br />
	Layer *layer = [[tiledMap layers] objectAtIndex:number];</p>
<p>	float spriteTileX = objectOne.origin.x / tiledMap.tileWidth;<br />
	float spriteTileY = objectOne.origin.y / tiledMap.tileHeight;</p>
<p>	int tileX = 0 + tiledMap.mapLocation.x;<br />
	int tileY = 0 + tiledMap.mapLocation.y;</p>
<p>	BOOL tiles[(int)320 / tiledMap.tileWidth][(int)480 / tiledMap.tileHeight];</p>
<p>	while(tileY &lt; layer.layerHeight &#8211; 1) {<br />
		while(tileX &lt; layer.layerWidth &#8211; 1) {<br />
			int globalID = [layer getGlobalTileIDAtX:tileX + tiledMap.mapLocation.x y:tileY + tiledMap.mapLocation.y];<br />
			if(globalID != 0) {<br />
				int tileOnGridY =(int) (tileY + 1) * tiledMap.tileHeight &#8211; tiledMap.tileHeight &#8211; tiledMap.origin.y;<br />
				int tileOnGridX =(int) tiledMap.origin.x + (tileX + 1) * tiledMap.tileWidth &#8211; tiledMap.tileWidth;<br />
				tiles[(int)tileOnGridX / tiledMap.tileWidth][(int)tileOnGridY / tiledMap.tileHeight] = YES;<br />
			}<br />
			tileX++;<br />
		}<br />
		tileY++;<br />
	}<br />
	if(tiles[(int)spriteTileX + 1][(int)spriteTileY] == YES | tiles[(int)spriteTileX - 1][(int)spriteTileY] == YES | tiles[(int)spriteTileX][(int)spriteTileY - 1] == YES | tiles[(int)spriteTileX][(int)spriteTileY + 1] == YES) {<br />
		return YES;<br />
	} else {<br />
		return NO;<br />
	}<br />
}</p>
<p>Thanks Mike can&#039;t wait to see tutorial 10</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mr Speaker</title>
		<link>http://www.71squared.com/2009/06/changes-are-coming/comment-page-1/#comment-945</link>
		<dc:creator>Mr Speaker</dc:creator>
		<pubDate>Mon, 15 Jun 2009 21:56:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=579#comment-945</guid>
		<description>Wooo! I&#039;m interested in the scene class - sounds like a cool idea. 

Hey Greg, perhaps you could post a small write-up somewhere on how you did your views/viewControllers - I&#039;m sure there are a zillion ways to structure a game, so it would be good to see how everyone does it!</description>
		<content:encoded><![CDATA[<p>Wooo! I&#8217;m interested in the scene class &#8211; sounds like a cool idea. </p>
<p>Hey Greg, perhaps you could post a small write-up somewhere on how you did your views/viewControllers &#8211; I&#8217;m sure there are a zillion ways to structure a game, so it would be good to see how everyone does it!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
